Showing posts with label roll. Show all posts
Showing posts with label roll. Show all posts

Alectile Dysfunction


Sometimes you try to roll a die and it just falls onto the table with a disappointing flop. Sometimes you get too eager and it goes shooting off the table and gets lost on the floor. Don't worry, it happens to a lot of people. But if it's happening often enough that it causes problems in your gaming there are a few things you can try to make your rolls more reliable.

Note: "Problems" means wasting time looking for lost dice on the floor or having to ask "should I reroll that?" It doesn't mean cheating and has nothing to do with the actual numbers you roll. This is about the physics of rolling dice and getting you back to playing the game. It's also about you. If someone else at your table is flinging dice around to the point that it impacts everyone's enjoyment of the game, talk to them about it.

The goal of rolling is to get a randomized number by having the die tumble several times before it comes to rest. There are a few variables involved in that:
  • The shape of the die. A die's center of gravity changes with its shape. More ball-shaped sizes (d12, 20, 30) take less force to roll than pointier dice with pronounced edges (d4, 6, 8).
  • The surface it's rolled on. There needs to be enough friction between the die and the rolling surface that the die's edges catch and it tumbles instead of just sliding along.
  • The space it's rolled in. There needs to be enough of an open area that the die can roll and tumble a few times before it hits an obstacle.
  • The force used to roll.
  • The angle of the throw. A die thrown at a low angle to the table will travel farther than one thrown from a high angle.
If you have the right mix, the physics work in your favor and you get a nice, satisfying roll. If any of the variables are too far off, you run into problems. Start troubleshooting your dice rolling by thinking about your:

1 Force used

This is the simplest one. Are you throwing the dice hard enough? Too hard? Think about the times you've had an issue with the dice and try to see if there's a pattern. (Do pointier shapes flop more often? Try rolling those harder. Do rounder shapes go flying? Ease up on those.) Go get your dice and roll a bit, refresh your memory. It might be as simple as building a new muscle memory of how to throw each die shape. You might also just need to chill and stop chucking the d20 across the room.

2 Throw angle

You probably don't think about it, but what angle are you throwing your dice at? It does make a difference. The angle a die hits the table at determines the path it'll roll. A low-angle throw will travel farther along the table than a high-angle one and high-angle throws are more likely to bounce. Paying attention to the angle you throw at lets you predict how it'll behave.

Rolls off the table are more likely when you have a low angle and a lot of force. Flops are more common when you have a high angle and not much force. Slides happen when you have a low angle throw with force on a smooth surface, because there's not enough friction to make the die actually roll.

Try changing the angle of your throw. It's another facet of building new muscle memory and may help.

3 The space

Is your table cluttered? Be honest. If it's crowded on the table, organize it enough that you've got an open space to roll in. You don't have to clear it off completely, just make an open area that everyone can reach to roll in and make sure it stays clear. Aim for a 1' x 2' clear space and see if having that obstacle-free zone helps.

4 Rolling surface

If the table you play on is smooth, try putting something over it. Test roll on a tablecloth, piece of construction paper, sheet of craft felt, maybe even a carpet sample square. Anything with a rougher surface texture than your usual rolling surface. See if it makes a difference in how much the die tumbles and if it stops before falling off the edge of the table.


Try those changes individually and in combinations. If you still don't see an improvement in your rolls you might want to try some gaming equipment:


Dice trays

These provide a guaranteed clear space to roll in with walls to keep your dice from flying around. The walls also create a backstop for the dice to bounce off of and randomize more. I'd suggest getting a tray with a rougher inner surface like velour, felt, or suede leather so your rolls won't slide.

Dice cups

These are great for playing when there's not much room. Use the cup to shake the dice, then turn it over and reveal them like in Liar's Dice. It reduces the area needed to roll to a spot the size of the cup's mouth and randomizing by shaking inside the cup eliminates problems with the force and angle of throws. I'd suggest getting one made of leather or that has thick padding on the inside to cut down on noise while shaking since plastic can be loud.

A shot glass

Hear me out, it works. Get a shot glass. You want one wide enough that a d20 can sit in the bottom and not touch the sides. To roll this way just drop your die in the glass, it'll bounce around the inside and randomize just as well as it would with a good roll on the table. It also works with a lowball/old fashioned glass. The key is to have a glass surface for the plastic die to ricochet off. The drawback with this method is you can't roll multiple dice at once. The upside is it's ultra-compact and only takes up a shot glass worth of table space.

Dice towers

There are lots of styles, but the core principle is you drop a die in at the top and it randomizes by bouncing through a series of baffles inside the tower before rolling out at the bottom. It does all the work of rolling for you and conserves table space by using a vertical axis to reduce your rolling area to the footprint of the tower.


They're all good choices and there are plenty of styles available if you want to try them. Like anything else: Expensive doesn't mean better, look for good craftsmanship and quality materials, and consider how you'll store the thing once you've got it. (I try to look for equipment that disassembles or folds flat for easy transport and storage.)

Hopefully some of these suggestions will be useful and help you cut down on chaotic rolls so you can spend your game time playing, not hunting for lost dice. Give them a shot and see how it goes. Good luck!


Alternate Dice Interactions

I like playing around with dice. Figuring out probabilities and how they'll change in different circumstances is fun. It's one of the reasons I used to write systems, they let me implement my weird dice ideas and see how they worked. I'm more focused on writing content these days, so I figured I'd share the interactions I haven't gotten around to using yet. They might as well see the light of day now and instead of waiting for some nebulous future game.

Dice interactions are rules that directly interact with the math of a die roll to alter the outcome in some way. Some common ones most folks are familiar with are:

- Being able to reroll
- Replacing a roll result with a pre-rolled value
- Bonuses and maluses
- Advantage and disadvantage

Anything that modifies the dice rolled or the roll's result counts.

Here are some interactions I'd like to see used widely one day:

Step Up/Down

Alter what size die gets used in a roll. Make an ally's d4 roll a d6, or an enemy's roll use a d12 instead of a d20. (This one's already used regularly, but not enough that I'd call it common. I want to see it used even more often.)

Twin

Add a second die of the same size to a roll, turning the linear probability into a triangular distribution. There are already spells and abilities that let you add a specific die size to your rolls to give a variable bonus, but this is more about creating the curve probability than just providing a boost to the roll's result. It lets the player choose to avoid the risk of rolling very low or high and increase the probability of mid-range values. A play it safe strategy.

Pool

Add multiple dice of the same size and turn a single-die roll into a pool. Exactly how many dice are in the pool could be determined based on level, abilities, spell effects, whatever. It's not important. What's more interesting is how to resolve a roll like this. A number of successes-based threshold doesn't make sense for a roll that likely originally had a target number to beat for resolution. The two options that make the most sense to me are:

1) The result is the total of the dice. So a pooled skill check would (likely) have you rolling Xd20 and a pooled damage roll would be Xd[damage die]. It could easily end up being overwhelmingly powerful. It would also have the same mid-range stabilizing effect as Twin since it introduces a bell curve. The more dice you add, the more centralized the curve.

2) The result is one value chosen out of the separate rolled values. So if you roll a pool of 3d20 and get 2, 14, 9, only one of those is your result. There are a few ways you could decide which of the values is chosen. The most obvious is to pick highest or lowest, but that would just make this Advantage/Disadvantage with more dice. That's boring. The better option is that the player chooses which of the values they want to use.

Bulk

Replace the lowest value on a die with the highest so the highest value's probability is doubled. (Ex: On a d4 you'd replace the 1 with a 4 so your possible outcomes are 2, 3, 4, 4.)

Sap

Replace the highest value on a die with the lowest so the lowest value's probability is doubled. (Ex: On a d4 you'd replace the 4 with a 1 so your possible outcomes are 1, 1, 2, 3.)

* The probabilities for Bulk/Sap are different from Advantage/Disadvantage. The -vantage rolls are independent, meaning you still have a 1/X chance of each possible outcome in each roll. For Bulk/Sap the highest/lowest value has a 2/X chance of occurring. The significance of the 2/X probability also changes with the die size and has a much more dramatic effect on smaller dice.

Cycle

Rolls don't have a set die they use. Instead you cycle through the dice in a standard set, either stepping up or down with each new roll. So if you start a session rolling a d20, your next roll will use a d12, then a d10, a d8, d6, then after you roll a d4 you cycle back to a d20.

You can alter the direction of the cycle at any point with abilities/spells/etc to do things like making an enemy go 8-6-4 then reverse direction to 6-8-10 order instead of looping around to 20, or timing it beneficially for an ally.

Spiral

For enemies only. Each time they succeed add a die to their rolls so they have an ever-growing dice pool. The more they succeed, the more likely they are to succeed in the future in a self-sustaining spiral and get more dangerous as time goes on.

How to Roll a d4

d4s need more love. They're delightful, solid dice and the best way to generate probabilities in 25% intervals. Yet they seem to be everyone's least favorite dice for two main reasons:

1) They're stabby,

This is a feature, not a bug.

2) They don't roll well.

I won't deny it. The d4's combo of acutely-angled edges and a low center of gravity prevents it from tumbling nicely when thrown in a normal roll, so you end up with that disappointing flop-slide we're all familiar with. The way to avoid that is to modify how you throw them.

A traditional dice roll is a low-angle throw that relies on the die's momentum and friction with the table surface to make it tumble and randomize. Works great for d6s and the rounder dice like d12s and d30s, but not for the elegantly stable shape of the d4. Instead of relying on a roll across the table, you need to make them bounce and tumble to get randomized before they hit the table.

You can do that by using a dice cup or tower, but the easiest way to do it is just shake the dice in your cupped hands to get some randomization, then throw them in an arc up instead of the normal straight-line toss. Your goal is to have the dice tumble in the air, then hit the table at as close to a 90 degree angle as possible so they bounce. You could even just drop them if you did a thorough shake first.

It works great. Try it. Do a few practice throws right now.

See? It's satisfying.

Now go and have fun with your d4s. Teach others what you've learned and maybe one day we'll live in a world where the d4 is only criticized for being stabby. (Because they are and always will be.)